Rise 2 Resurrection thread :0

So… Yeah… I was really bored a few days ago and decided to explore some obscure fighting game (what with that thread about obscure fighting games and all), and I can’t help but having some weird affection towards the Rise of the Robots series. But of course, the first one is pretty much completely unplayable. The second one improves a lot of things and is actually playable. Still pretty bad tho.
Anyway, I actually found some interesting stuff, for example that some characters run(double tap and hold forward like usual) inflicts a hit that can combo. This really made Detain fun to play, in particular.

(Info and screens of game: http://www.mobygames.com/game/dos/resurrection-rise-2)

I used this(http://www.gamefaqs.com/console/psx/file/572533/4117) movelist, although I found it to not be completely accurate at all times, so I’ve altered it some in my notes or added comments.

I used the DOS version of the game btw. And I havn’t had a chance to play against anyone yet(you try finding someone who want’s to play Rise 2 with you!), only tried things on immobile second player. Gonna try versus player out some when I go home for christmas.

I have yet to find an infinte, it seems that pushback accumulates or something and if the opponent is in the corner you are pushbacked instead of him, so you end up too far away to continue a potential infinte eventually. And most moves that has forward momentum has bad recovery, so they don’t offer much in ways of continuing the combo.

The game uses SF style “three punches, three kicks” (I write it as LP = Light Punch, MP = Medium Punch, FP = Fierce Punch, P = Any Punch and so on, something like that… I’m havn’t written many “FAQs” before)

In General:

Fierce attacks are waaay stronger than Light attacks.
Special moves isn’t affected by what type of punch/kick you use I think.
Most throws are great “launchers”(some throws are different though).
Supers seems hard to work into combos.
Lots of multi-hit specials won’t actually hit all of the attacks because of pushback, unless in certain special situations.

Character-specific:

ROOK

Misc
Can get an extra combo hit even after knockdown, by waiting for the right moment and Jet Kicking the opponent during wakeup.
This seems to be a true combo(as in not blockable), and not just a faulty combo counter.

Moves
Double Punch: D,DF,F + P
Jet Kick: D,DF,F + K
Air Jet Kick: F,F + K (air)
Fireball: D,DB,B + P
Lightning Kick: KKK
Jet Pack: B, hold B
Sweep Kick: B,DB,D + K
Triple Fireball: F,DF,D,DB,B,DB,D,DF,F + P [shorter: F,HCF+P or just HCF+P will suffice] (Super)

Combos
LP, LP, Jet Kick

FP, Jet Kick [far more damage than LP,LP,Jet Kick]

LP, LP, MP, Jet Kick [corner only]

LK, Double Punch [2 hit non-corner, 3 hit corner]

j.LK, Jet Kick [jump in]

Throw, juggle with Air Jet Kick, c.LK as he lands

c.LP, c.LK, c.LP, Jet Kick [corner only]

LK, Sweep Kick, Jet Kick(wakeup)

c.LK, c.LK, c.LK, Sweep Kick, Jet Kick(wakeup) [corner only] = 5 hit :woot:

c.FP, Sweep Kick, Jet Kick(wakeup)

Throw, juggle with FK, Jet Kick

DETAIN

Misc
Detains run inflicts a hit if you run into the opponent, this hit can combo.
He can only throw with K.

Moves
3 hit chaos: F,F + P (last F+P must be simultaneous, never seems to be able to connect more than one hit unless comboed]
Headbutt: D,U + P
Sweep Kick: B,DB,D + K
Laser Beam: B,DF,D,DB,B + P [shorter: HCB+P can suffice] (Super)

Combos
c.LP, Headbutt [the crouching counts as down input for Headbutt, so just do U+P]

c.LK, c.LK, Headbutt [same deal here with the input]

LP, 3 Hit Chaos [for some reason comboing at least makes 3 Hit Chaos hit twice, instead of usual once]

P/K, Run-hit, P/K(except FK) [pushes you back too far for infinte, but using FP for both normals it does almost 40% damage on Rook!]

Run-hit, FP [+more hits possible if in corner, i think]

j.FP, Run-hit, FP [this is my favorite, very effective jump-in]

INSANE

Misc
Seems to have no throw on the light punch/kick.

Moves
Bat Attack: D,DF,F + K (last hits doesn’t connect, even in corner. maybe if opponent runs/jumps into it?)
Ice Ball: D,DF,F + P (standing to close in corner, the fireball will start behind the opponent and not hit)
Low Ice Ball: D,DB,B + K
Sweep Kick: B,DB,D + K
Insane Attack: B,DB,D,DF,F,DF,D,DB,B + P [shorter: HCB+P can suffice] (Super)

Combos
LP, LP, LP / LK, LK, LK

I just can’t find any decent combos with this dude!

STEPPENWOLF

Misc
Does an uppercut with DF+P, this is the only “special normal” I’ve found.
Has a damaging run like Detain.

Moves
Cannon: D,DF,F + P
Airstrike: D,DB,B + P
Guns: B,B,B + P or hold B, PPP
Swan Dive: F,F + K
Artillery: B,DB,D,DF,F,DF,D,DB,B + P [shorter: HCB+P can suffice] (Super)

Combos
Airstrike, Guns

P/K(not FK), Swan Dive

LK, MK, Swan Dive

Guns, Uppercut [corner only]

Run-hit, LP, LP

Run-hit, LP, Sawn Dive (Swan Dive needs to be input quickly after LP, and it seems it can’t be added to the other similiar but longer combos)

Run-hit, LP, Run-hit, LP, LP (I don’t think this can be infinted as Run,LP,Run,LP and so on, at least I couldn’t do it)

Throw, juggle with Swan Dive, juggle with Swan Dive (To get the second hit, you have to time the first one pretty well)

NECROBORG

Misc
Lightning can possibly be used like Rooks “Jet Kick on wakeup”, but is harder to time(because of the input maybe).

Moves
Flying Punch: D,U + P
Lightning: B,B,B + P or hold B, PPP [I recommend the hold B]
Slide Kick: B,DB,D + K
Super Bolt: B,DB,D,DF,F,DF,D,DB,B + K [shorter: HCB+K can suffice] (Super)

Combos
FP, Lightning

c.FK, Flying Punch (corner)

FP, Slide Kick

Throw, juggle with Lightning

(if you are backed into corner) Throw into wall, Slide Kick


And that’s it so far, I don’t know if I’ll add any more but I must admit it was pretty fun exploring the games mechanics. And there are a lot more characters to try out… Maybe I’ll make a combo vid :rofl:

I like to play the game myself from time to time.
I play Crusher and imo he’s the most broken piece of shit in the game. If you time his dive move correctly you can to j.Hp>dive>jump again>j.hp>dive I got like 8hits and that’s 75% dmg :smiley:

Awesome :smiley:
It is tricky! I tried doing it and almost got it a few times, but messed up on the last dive.
I also found [throw, juggle with air dive, follow up with ground dive when you land] to be useful for Chrusher.
I didn’t see any super for him in the movelist I linked, does he have one?

I’ve noticed throws do very lite damage in this game, but since they launch and there’s no air recovery you pretty much get a free juggle combo.:woot:

I’m using this move list http://www.the-spoiler.com/ACTION/Mirage/rise2.1.html Cusher’s super is listed there ^^

Hey, thanks! That’s a much better movelist :smiley:

Played some more today. It’s so much fun exploring the Rise 2 engine, especially since I don’t think anyone else has ever done it. :lovin:
BTW, this is all the DOS version because I assume that’s the superior(and original) one.

Here’s a more extensive guide to Detain. I’m pretty sure he’s top tier, but it’s way to early to speculate tiers… I havn’t even tried half the characters.
I found some really interesting things. Like run being mid hitting and under certain conditions is unblockable. Good thing the “certain conditions” keeps it from being broken.

*Damage is calculated in pixels of damage on Loader (full health: 240 pixels)

Rise 2 has no damage scaling, but seems to maybe have some kind of pushback scaling/accumulation preventing infinites.*

DETAIN
picture

Normals
FP and MP are equally fast and equal range, so MP is useless.
LP has less range than FP, but much better recovery and possibly a bit faster overall. The damage sucks though.
LK isn’t as fast as LP, but it has the best range of all Detains moves. It also hits low.
Crouching normals are mostly alike (one for punch, one kick, but LP is different) with different recovery, no crouching move really stands out like super useful.
Jupming normals are all alike (one for punch, one kick), and here the recovery doesn’t matter so you should always use the stronger ones. Jumping FP has great range and great damage. Jumping FK has similiar range but less damage.
All normals can replace the FP starters in his combos except for FK.

Detain throws with forward+any kick. Using punch will instead lead to a useless glitch(more on that in “weirdness”).
Unlike characters like Rook, Detain can’t follow up a throw with that much. A jumping FP works.
Since there’s no big damage to gain, and the throw has short reach, I’d say Detain doesn’t need to use throw.

Best Normals
LK for distance poking (good range, decent speed, surprising low attack).
LP when you need something fast to get out of a jam.
FP is Detains generally best move, with great range and damage for both standing and jumping, and on top of that it leads to massive combos.

Specials

Run (F,F,F)
This special is extremely useful in combos.
As a standalone it has crappy damage and it’s very risky to rush the opponent like that. BUT WHEN NOT USED AFTER ANOTHER BLOCKED MOVE IT IS UNBLOCKABLE (and hits mid!), and therefore can be used to punish turtling opponents with a run into combo. It seems that simply running doesn’t trigger the opponents blocking “reflex”(animation), but if the blocking “reflex” is already triggered by another attack and a run is comboed afterwards, the run is blocked as well. Good thing really, or Detain would surely have been god-tier.
Run doesn’t charge the super meter.

Headbutt (D,U+P)
Attack that moves(kinda slowly) about half-screen forward. Good damage, but the priority seems to suck. Hits high and misses crouching.
Chip damage is just 2.

Chaos (F,F+P) [last F and P should be pressed simultaneusly)
Three quick punches. Connecting all three is extremely difficult and very situational. Usually two will connect, sometimes just one.

Sweep (B,BD,D+K)
Like most other characters, Detain has a sweep as well. It’s slow, kinda lame damage but knocks down.
Looks like it would have long reach, but LK is longer and better in every other way except for damage/knockdown. But keep in mind that LK can be used as a combo starter instead of FP, so in reality even the damage of LK is much, much better than a sweep.

Super (HCB+P)
A laser that reaches across the whole screen and does a really lame amount of damage. This is Detains only long range/projectile attack, and it’s not really useful. If the opponent is all the way across the screen and you happen to have a super charged, you might go for it.
Startup is somewhat slow, probably a risky move.
Chip damage is 6, which is pretty much for chip damage in Rise 2 but still not enough to be useful.

Damage
LP = 4 (jumping/crouching is 10)
MP = 20
FP = 30
LK = 10 (crouching is 8)
MK = 20 (crouching is 16)
FK = 30 (jumping/crouching is 24)

Throw = 12

Run = 2
Headbutt = 20
Chaos(1 hit) = 6
Chaos(2 hit) = 20

Chaos(3 hit) = ???
Sweep = 12

Super = 24 (lame)

Combos
any FP starter can be exchanged for jump-in FP(this is very useful), crouching FP or possibly any other attack (except FK maybe)

FP -> run -> FP (62)

FP -> run -> LP -> run -> FP (68) [too bad headbutt doesn’t connect after]

c.FP -> Headbutt -> Chaos (72, maybe more depending on chaos hits) [use the crouching of c.FP as the D in Headbutt]

FP -> run -> FP -> Headbutt (82) = 1/3 health

FP -> run -> FP -> Headbutt -> Chaos [one hit connects] (88)

FP -> run -> FP -> Headbutt -> Chaos [two hits connects] (104)

Weirdness
Doing forward+punch and keep holding forward will make Detain do Chaos right after punching if the punch hits, but the Chaos doesn’t hit at all.

Edit: Never use the Headbutt(in combos or otherwise) against robots that are “short”, it will miss as if they are crouching.

Been playing around with some human competition finally…

It seems Steppenwolf might be broken(I was just waiting for something like this to appear, seemed inevitable). He might have an infinte. His machinegun special move is unblockable and knocks down. If you time it correctly you can hit people on wakeup with it, and they can’t do a thing but get knocked down again.
Now, this might only apply to knockdowns caused by the machinegun itself, I havn’t been able to do it on “hit-someone-in-the-air” knockdown(only other knockdown Steppenwolf have pretty much). So if you can avoid his guns, he can’t infinte you. And even though this might be possible, it’s a bit too good.

There have been som rare occurances of getting out of the infinite by doing a move with invincibility when you wakeup (such as Necroborgs lightning or Deadlifts teleport), but it’s difficult to test. Might just have been off timing in Steppenwolfs infinite, or the times it doesn’t work might be off timing in performing the invincible move on wakeup.

In other news, War has a very difficult matchup with probably-top-tier Detain, but Cyborg can counter a lot of Detains stuff.
Detains main abusable thing is his long-reaching and powerful air-FP. But Cyborg has a quick and super-priority(invincible?) uppercut that takes it down easily. Cyborg can also do a great air fireball that keeps Detain in his place(Detain has no long range game to speak of).


Here’s an extremely early and most likely incorrect tier list featuring only some of the robots that we’ve been messing around with lately:

[havn’t tried Crusher much, but he seems very good too, as SinJul says… Possibly god or top depending on if his combo is an infinite]

Possibly God-tier
Steppenwolf

Top-tier
Detain
War (deals massive damage and has a very dangerous move, but bad matchups)
Suikwan (but has the most difficult time against Steppenwolf, since his crouch isn’t low enough to go under the machinegunspecial! Good super)
Cyborg (counter to Detain and can even take down Wars dangerous air move with his uppercut, good overall, easy to land super)

Mid-tier
Rook (but great fun to play, makes for interesting matches)
Deadlift (good stuff: fireball, anti-air fireball, teleport… but seems to do low damage)

Low-tier
Prime-8

Wow, not bad!
you gonna post in this thread more often? I’d get more into rise 2 if you would ^^
Gonna test all robots then and tell you what I think. :smiley:

By the way: Does it slow down when you do for example Crusher’s execution and the other robot explodes? Maybe it’s my “copy” ;D

Oh man the memories. I was extremely young when I played this game originally, and had no appreciation for fighting games (typical 8 year old button masher). Thinking back though, it was a terrible, terrible game (I only ever got to play Rise 1). It’s so clunky it makes the new Arcana Heart 2 PS2 port seem like it’s running smooth.

I’ll have to give Rise 2 a shot so I can see if it’s as fun to mess around with as you say.

Hey, another person wrote something. I didn’t even notice.

Since I found the Steppenwolf thing, my interest kinda faded… I still think it’s a perfectly fine game as long as you ban him or just his infinite. And it really was a blast to explore… Maybe I’ll get back to it someday and explore some of the other characters, after all there are a lot of them. Plus a number of hidden boss characters too.
Even though the engine feels clunky at first, somehow I grew to really like it. Especially when playing characters like Detain and his run combos, or Rook and his flying and dive kicks.

A Rise 3 in 2.5D on ps3/360 would have been awesome lol. I wonder who owns the license now… :rofl:

Yin rec some matches if you can or combos. Even basic ones.

That’s funny, just the other day I was thinking of doing that but thought “naah, who’d watch that” :rofl:

Well, I made a combo vid(my first ever, wooh):
[media=youtube]6oOFJtu65Dg"[/media]

Since the only one I know who wants to play it with me is a few hours away, a match vid will have to wait until an opportunity arises :wink: